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https://github.com/Ellpeck/ActuallyAdditions.git
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Adjust the special renderer a bit and make it disappear when Elytra flying because it looks stupid
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4383c2768e
commit
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1 changed files with 12 additions and 24 deletions
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@ -10,20 +10,15 @@
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package de.ellpeck.actuallyadditions.mod.misc.special;
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import de.ellpeck.actuallyadditions.mod.proxy.ClientProxy;
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import de.ellpeck.actuallyadditions.mod.util.AssetUtil;
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import net.minecraft.block.Block;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EnumPlayerModelParts;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.ItemBlock;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.math.Vec3d;
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import java.util.Calendar;
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public class RenderSpecial{
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private final ItemStack theThingToRender;
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@ -33,45 +28,38 @@ public class RenderSpecial{
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}
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public void render(EntityPlayer player, float partialTicks){
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if(player.isInvisible() || !player.isWearing(EnumPlayerModelParts.CAPE)){
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if(player.isInvisible() || !player.isWearing(EnumPlayerModelParts.CAPE) || player.isElytraFlying()){
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return;
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}
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boolean isBlock = this.theThingToRender.getItem() instanceof ItemBlock;
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float size = isBlock ? 0.5F : 0.4F;
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double offsetUp = isBlock ? 0D : 0.1875D;
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double bobHeight = 0.3;
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double boop = Minecraft.getSystemTime()/1000D;
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GlStateManager.pushMatrix();
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Vec3d currentPos = Minecraft.getMinecraft().thePlayer.getPositionEyes(partialTicks);
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Vec3d playerPos = player.getPositionEyes(partialTicks);
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GlStateManager.translate(playerPos.xCoord-currentPos.xCoord, playerPos.yCoord-currentPos.yCoord-(player.isSneaking() || Minecraft.getMinecraft().thePlayer.isSneaking() ? 0.125D : 0D), playerPos.zCoord-currentPos.zCoord);
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GlStateManager.translate(playerPos.xCoord-currentPos.xCoord, playerPos.yCoord-currentPos.yCoord, playerPos.zCoord-currentPos.zCoord);
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GlStateManager.translate(0D, 2.435D+offsetUp, 0D);
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GlStateManager.translate(0D, 2.375D-(player.isSneaking() ? 0.125D : 0D)+(isBlock ? 0D : 0.1875D), 0D);
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GlStateManager.rotate(180F, 1.0F, 0.0F, 1.0F);
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float size = isBlock ? 0.5F : 0.4F;
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GlStateManager.scale(size, size, size);
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//Make the floaty stuff look nice using sine waves \o/ -xdjackiexd
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//Peck edit: What do you mean by "nice" you jackass? >_>
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GlStateManager.translate(0D, Math.sin(boop%(2*Math.PI))*bobHeight, 0D);
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double boop = Minecraft.getSystemTime()/1000D;
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GlStateManager.translate(0D, Math.sin(boop%(2*Math.PI))*0.25, 0D);
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GlStateManager.rotate((float)(((boop*40D)%360)), 0, 1, 0);
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GlStateManager.disableLighting();
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if(this.theThingToRender != null){
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if(isBlock){
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GlStateManager.rotate(180F, 1F, 0F, 0F);
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AssetUtil.renderBlockInWorld(Block.getBlockFromItem(this.theThingToRender.getItem()), this.theThingToRender.getItemDamage());
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}
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else{
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GlStateManager.pushMatrix();
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GlStateManager.pushMatrix();
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if(!isBlock){
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GlStateManager.translate(0D, 0.5D, 0D);
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GlStateManager.rotate(180F, 1F, 0F, 0F);
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AssetUtil.renderItemInWorld(this.theThingToRender);
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GlStateManager.popMatrix();
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}
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GlStateManager.rotate(180F, 1F, 0F, 0F);
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AssetUtil.renderItemInWorld(this.theThingToRender);
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GlStateManager.popMatrix();
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}
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GlStateManager.enableLighting();
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